YaiPa
YaiPa
About
- Username
- YaiPa
- Joined
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Comments
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What you mean with the same experience? Like playing the ptb? That’s most likely impossible due to Sony clauses...
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Maybe something to end loop faster and a consistent shock stun that doesn’t let survivor vault windows or drop pallets.
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@NMCKE said:
Eh, that's only true for that one perk because it don't see what exactly it's supposed to accomplish. 😁🤗
Most other killer perks are pretty strong!
Most other killer perks are pretty strong
So wrong. There are roughly 5 killer perks that can be considered "strong", and most of them can easily be countered, and none of them gives a pinch of the advantage the survivors' perks give them.
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If it's the same it was in the PTB, then he's basically begging you to slug. Infectious fright is essential, then deerstalker if you want (not necessary tho), bbq is like parmesan, goes on everything, then ruin or smith like that.
but I think they'll add some changes.
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You don't have those juicy 8k shards to get 600k blood points, IGN 8/10, not prepared enough.
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It would be kinda bad anyways...
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I’ve started taking screenshot of these amazing matchmaking, then I got bored since there were too many.
The general excuse they would tell you is that the team was a full rank 5 who popped in the match.
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Many people will mock your post because "you're just another person who left the game and felt entitled to open a thread about it", but I, while seeing all these posts, I'm kinda reflecting, so many long time players starting to left the game...
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But due to survivor main's DCs they are basically forced to address some issues (like the old legion). Their lacking DC ban policy is also responsible to this practice.
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So many DS issues never addressed. It gives 60 seconds invulnerability plus they buffed it to 5 seconds when enduring used to counter it, then they nerfed enduring, tho they left it to 5 seconds.
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Except that nowadays the anti-camping is the last reason you would use borrowed time.
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No, but not because is toxic whatsoever, but because it's been a while since 2017.
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It's pretty easy, I can give you some tips:
Choose Wraith with Ruin, Deerstalker, Need, and a free perk. Either bring a mori or tunnel one survivor, then kill another one till only two are left. There're gonna most likely work always together on gens, wait patiently invisible then attack them as they finished the gens.
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They simply adjusted the numbers on the challenge to make them less grinding (thanks god) and the egcone because it was luck based. Every other "hard" challenge is the same (like the five traps or the never getting hooked).
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The perk is already garbage, standing perfectly still to use it, it doesn't cancel the killer's breath, unless basement camping, you can easily see the killer, and also you kinda realize it if the killer is basement camping, based on how the match goes.
Also, is kinda hilarious that in order not to get insidious abused, you introduce a mechanic that would be super abused (also 30 meters? Do you actually know how much is it in this game?)
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tome gives my actions purpose and brings much needed variation in an otherwise pretty repetitive game
Literally half of the challenges are just doing something you do always in your games (hooking survivors, escape, stunning the killer, unhooking survivors) just a million times.
Also how depleting keys brings variation to the game? You just load-in and then you waste an item, don't be silly, these challenges are badly designed, and they're gonna change them for a good reason.
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Sadly I don't see them removed in a short time, since both are tied to achievements/Ps4 trophies, which devs can't change.
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Keys are stronger than moris, until keys exist so will moris, deal with it.
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Especially with complete nonsense challenges, like where's the correlation between not let survivors open the doors, and running unnerving presence?
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I'm not American, so I don't celebrate thanksgiving, but happy thanksgiving to whoever celebrates it.
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I'm mad because as always they prefer band.aiding rather than reworking the maps, it's lazy and stupid to basically nerf to the ground balanced Landing (despite I've never liked the perk itself).
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They don't care, challenges might be unhealthy for the game (and they are), but are healthy for the devs pocket.
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The Game. Best Killer map
How is a map full of safe pallets, which has a super strong zone with 4 of the safest pallets in the entire game, with super distant exits, a strong room (aka the freezer), the best killer map? Just because is small and survivor don't know if you're near or above them? K then.
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Don't listen to these yes-men that are coming. You're right, the challenge is just stupid, doesn't give anything to the game, and is made to throw games, which is exactly what I'm gonna do.
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What did you expect? Other than a simple copy-cat challenge, just more time consuming (25 is exactly 1 save over 4 perfect 6-unhooks game, just like the "13 sacrifice challenge"), hmh, at least they listen to the feedbacks.
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Super grinding, time-consuming and uninspired challenges I've ever seen in a videogame, and people really thought they would actually listen to the feedbacks, LEL.
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Dead hard because I like to “outplay”.
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Because only killers want a killer buff, while survivors want a killer nerf. Long story short: survivors>killers
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Maybe is the highest pick because statistics are based around every single player, most of them are new, and the trapper is the easiest to understand (and the mascotte of the game), hence he’s the highest pick, hence the highest kill ratio.
Statistics can’t be implied in an immediate cause-consequence logic.
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The first thing they teach you at whatever statistic class is that statistics can’t be used in a cause-consequence logic.
also we all know game is survivor sided, cmon.
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@Go_Go_Roboto said:
https://forum.deadbydaylight.com/en/discussion/comment/865740#Comment_865740
How is using a Mori with Devour so they can't DS not countering it? Either way, I avoid it. Remember me makes 3 survivors open gates slower. Who's really missing the concept?
A counter is an active counter, what you’re talking about is a passive counter. Having remember me/devour doesn’t make ds weaker, it becomes stronger thanks to ds (it’s slightly different).
moris are a ds counter, but they’re not infinite, so not reliable.
It’s like saying: washing your teeth prevents from dental decay (active counter). Not having teeth also prevents from dental decay (passive counter).
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No. The only real perk that could counter ds was enduring. It’s like saying that remember me counters ds, it’s a wrong concept.
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Very endgame perk, or a way to stop totem cleansing, might be good on paper, but it's something we should see in-game.
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Basic plague. People think that just because everybody is broken she’s strong.
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Body blocking to prevent a hook (if done correctly, too long to write how) is always better. When you wiggle off is always an enourmous momentum loss the the killer.
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The average survivor skill level increased a lot since legion update/heal nerf.
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It’s so stupid, just like it’s old effect, it will most likely proc mid-chase, while you see the killer, making it useless, unless with legion.
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Exactly, head nodding and mori spam are the definition of “trying to mercilessly murder somebody”.
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It wouldn’t change anything, good survivors work on gens even when they don’t know if somebody is being chased, while potatoes are so scared they hide while the obsession is being chased.
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The best counter are sprint burst, to avoid the first hit (of course you shouldn’t run dh), jumping in lockers while he has the power (in the grand scheme of things, you trade 1 down to avoid slugging), running unbreakable.
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Lmao, survivors calling “any means necessary” a trash perk, when you have the means but not the knowhow...
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These baits become less original as time passes.
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Any means necessary new meta fo sho, if it is also cool down based is really strong, I can see already some play paired with the cj tech.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/848332#Comment_848332
This is a 2018 thread lmao
Not only is a super old thread, what really amazes me is how did he found it.
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Yesterday.
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How can a perk being better if you only remove effects?
If you mean more balanced, yeah, but it would become trash, since it would become good only on few maps, rather than being even a decent way to increase the distance with the killer (using the hills, or the tree in shelter woods).
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Depends, I would give at least two free DCs without any penalty, sometimes you just do it in the heat of the moment. Also, sometimes I crash, many people have this issue, the game would end up banning people unfairly.
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The best part is when you want to pick up a trap in front of a dropped pallet, the game teleports you no matter what, you kick the pallet, then you step in your trap.
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- Disturbed ward;
- Torment Creek/Wretched Shop
- Rancid Abbatoir
- Grim Pantry
Where disturbed ward is the strongest against every killer, torment creek and rancid abbatoir are rng based, and grim pantry becomes godlike against huntress, who hasn’t any counter against it.
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IMO it would be too hard for them to deactivate a perk. I’d rather have a bonus for every survivor hooked, where every bonus decrease the stun timer.